Skills, stats and spells that grow by use
- Status
- Backlog
- Milestone
- First alpha test
- Area
- CharactersCombatServerGame design
- Priority
- high
- Updated
Online players are warriors, archers or mages picked by a hash of their name, with fixed skills. The alpha needs UO's progression: you become what you do.
- Skill gain by use for every combat, magic and support skill (the economy already gains gathering and crafting skills), stat gain from the skills used, skill and stat locks (up / down / locked) and the 700.0 total cap of the ruleset (#52), so characters specialise.
- Magic as in UO: a spellbook item holding the spells you own, spell scrolls to add, reagents burned per cast (gathered or bought: a real demand for the herbal regions), mana.
- Fighters use what they wear: weapon, armour and shield from the equipment (with
equipment-wire), damage and defence from the items, not the class. - PvE rewards that are not coin (mobs drop no coin by design): hides, meat, bones, reagents, the bandits' weapons and armour, rare crafting inputs.
- A skills window with values, caps and locks; a status window with stats and resistances.
Done when a new colonist can train from 0 to a useful fighter, mage or crafter by playing, and the name hash classes are gone.